/Engine/Source/Runtime/AIModule/Classes/AISystem.h
class UAISystem : public [UAISystemBase](API\Runtime\Engine\AI\UAISystemBase)
float
AcceptanceRadius
Default AI movement's acceptance radius used to determine whether AI reached path's end
FDelegateHandle
ActorSpawnedDelegateHandle
TArray<TObject...
AllProxyObjects
bool
bAcceptPartialPaths
Sets default value for rather move tasks accept partial paths or not
bool
bAddBlackboardSelfKey
If set to true will result in automatically adding the SelfActor key to new Blackboard assets.
bool
bAllowControllersAsEQSQuerier
If enable will make EQS not complaint about using Controllers as queriers.
bool
bAllowStrafing
Sets default value for rather move tasks allow strafing or not
bool
bBlackboardKeyDecoratorAllowsNoneAsValue
If enabled, blackboard based decorators will set key to 'Invalid' on creation or when selected key no longer exists (instead of using the first key of the blackboard).
bool
bClearBBEntryOnBTEQSFail
TObjectPtr<UBe...
BehaviorTreeManager
Behavior tree manager used by game
bool
bEnableDebuggerPlugin
If set, GameplayDebuggerPlugin will be loaded on module's startup
bool
bFinishMoveOnGoalOverlap
If true, overlapping the goal will be counted by default as finishing a move
bool
bForgetStaleActors
If set, actors will be forgotten by the perception system when their stimulus has expired.
FBlackboardData...
BlackboardDataToComponentsMap
UBlackboardComponentinstances that reference the blackboard data definition
TSoftObjectPtr<...
DefaultBlackboard
If set, new BTs will use this BB as default.
TEnumAsByte< EC...
DefaultSightCollisionChannel
Which collision channel to use for sight checks by default
TObjectPtr<UEn...
EnvironmentQueryManager
Environment query manager used by game
FSoftClassPath
EnvQueryManagerClassName
Class that will be used to spawn the env query manager, can be game-specific
TObjectPtr<UAI...
HotSpotManager
FSoftClassPath
HotSpotManagerClassName
Class that will be used to spawn the hot spot manager, can be game-specific
TObjectPtr<UNa...
NavLocalGrids
float
PathfollowingNavLinkAcceptanceRadius
Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link
float
PathfollowingRegularPathPointAcceptanceRadius
Value used for pathfollowing's internal code to determine whether AI reached path's point.
FDelegateHandle
PawnBeginPlayDelegateHandle
TObjectPtr<UAI...
PerceptionSystem
FSoftClassPath
PerceptionSystemClassName
Class that will be used to spawn the perception system, can be game-specific